As for my first post here on the forums I'm posting my first map ever made with Radiant.

This map went through 3 games: First, I made it for Doom then I remade it from scratch for Q3 (since they're not cross-compatible) then ported it over to Xonotic.
I made it for learning purposes. It's not quite easy to get into true 3D design especially after Doom.
There will be more to come after I finish optimizing this map since it's performance is quite poor, and I'm not good at optimization yet so I'd appreciate any advices on how to do it properly.
Another problem: the water pool in the open area is not done properly. It consists of two brushes, and where they connect, the face of their sides also gets rendered and I don't know how to fix it as I tried lots of solutions: caulk, nodraw, etc. In Q3 it worked with caulk but I know it's a different engine.

Creative usage of geometry, I must say.
I guess I should clip those windows at the outside, and fix the clipping at where the neon lights are. When I clipped the top of the map, the end of the clip brush got hung in there.
I also have an idea so you won't get stuck behind the teleport.

You need to add some suffix to the pk3- and filenames (r1, r2 / v1, v2 whatever) if you make changes to your map. Otherwise people with an old version will have trouble, because they won't download the new versions since they have the same name.

(02-22-2016, 12:10 AM)Mirio Wrote: You need to add some suffix to the pk3- and filenames (r1, r2 / v1, v2 whatever) if you make changes to your map. Otherwise people with an old version will have trouble, because they won't download the new versions since they have the same name.

I've been quite busy by work so I couldn't do any improvements recently.
If you point out anything that needs to be improved feel free to share.

Optimization is a little more complicated though. When I first built this for Q3 long ago, I didn't have any experience on brushwork so this should be rebuilt from scratch to run better which is kind of hard.